Depressive symptoms associations with online and in person networks in an online gaming community: a pilot study
Pages | 21-33 |
Published date | 05 March 2020 |
Date | 05 March 2020 |
DOI | https://doi.org/10.1108/MHRJ-11-2019-0044 |
Author | Tyler Prochnow,Megan S. Patterson,Logan Hartnell,M. Renée Umstattd Meyer |
Subject Matter | Health & social care,Mental health |
Depressive symptoms associations with
online and in person networks in an online
gaming community: a pilot study
Tyler Prochnow, Megan S. Patterson, Logan Hartnell and M. Renée Umstattd Meyer
Abstract
Purpose –Increases in video game use have led to mental health concerns, citing greater r isk for
depressive symptoms (DS) and reduced ‘‘in-real-life’’ (IRL) social i nvolvement. However, recent
studies have uncoveredpotential social benefits for online gaming. Many games provide avenues to
extend real life relationships and make new online friendships. The pu rpose of this pilot study is to
use social network analysis to determine associations between connections and DS in a gaming
community.
Design/methodology/approach –As a pilot study, members of an online gaming site were asked to
report demographic characteristics, DS, IRL social support, online social support and IRL people and
members of the online community with whom they spoke to about important life matters. Multi-level
modeling was used to parse variance described by demographic characteristics, IRL measures and
online measures. Linear networkautocorrelation modeling (LNAM) was used to determine relationships
betweennetwork connections and DS.
Findings –Members (n=37;
m
= 24.76 years old, SD = 6.55; 100% male; 89.2% white)on average felt
DS’ ‘‘not at all’’ to ‘‘severaldays’’ over the past two weeks. Multi-level modeling includingonline network
measures explained 50% of variance (R
2
= 0.50, F (9,27) = 2.98, p= 0.01); online connections were
associated with DS (ß= 0.46). LNAM indicated DS were associated with IRL support (ß=2.66), IRL
connections (ß= 1.81), online support(ß= 2.40) and network effects (ß= 0.06), which indicates that a
gamer’sDS were similar to those of their online connections.
Originality/value –Members with more DS may be seeking help via online channels. This may be
importantfor future research to consider alternativeforms of help-seeking behavior.
Keywords Social Network analysis, Social Support
Paper type Research paper
Introduction
According to the World Health Organization, depression is the leading cause of disability
worldwide, with over 300 million people suffering from depression globally (Murray et al., 2013;
World Health Organization, 2018). Depression is associated with an array of negative outcomes
such as extensive economic cost at the individual and societal levels (Greenberg et al., 2016),
reduced educational attainment, lower earning potential, higher unemployment rates and other
quality of life factors (Kessler, 2012). Symptoms of depression (which can vary in severity and
length) include, but are not limited to depressed mood, diminished interest in activities that once
brought pleasure, significant changes in weight or appetite, issues with sleep, motor functioning
being observed to be slow or agitated, fatigue, feelings of worthlessness or guilt, issues with
concentration or focus and thoughts of death or dying (American Psychiatric Association, 2013).
According to a recent survey, one in ten American adults currently suffer from a form of
depression, and one in five will experience it at least once in their lifetime (Brody et al.,
Tyler Prochnow is based at
Baylor University, Waco,
Texas, USA.
Megan S. Patterson is
based at Texas A&M
University, College Station,
Texas, USA. Logan Hartnell
is based at Adler
University, Chicago, Illinois,
USA. M. Rene
´e Umstattd
Meyer is based at Baylor
University, Waco, Texas,
USA.
Received 23 November 2019
Revised 1 February 2020
Accepted 3 February 2020
DOI 10.1108/MHRJ-11-2019-0044 VOL. 25 NO. 1 2020, pp. 21-33, ©Emerald Publishing Limited, ISSN 1361-9322 jMENTAL HEALTH REVIEW JOURNAL jPAGE 21
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